Hi, I'm new here and this is my first post. I just wanted to show off some of my work. To tell a little bit about myself...I'm attending the Savannah College of Art and Design in hopes of becoming an environment artist. Right now, I'm looking in the east coast areas for work as I will be graduating in May.
I'd really appreciate feedback on my work. Thanks.
If you'd like to see more, just visit
www.bsadighi.com
Replies
Those are pretty smoothed edges for construction pipes btw.
some pointers
1- your using alot of geometry for not enough effect- breezeblocks dont need rounded corners when your floor is flat, and has no detail in it even though its screen space is huge, i bet a wire frame shot of this scene would show large empty spaces in the scene and then very dense parts, iyou should try and ven it out a bit.
2- your texture resolution is allover the place find a good texel density (say256 per metre and stick to it)
3 your textures seam like stock textures? quite bland, try to add more weathering and details, for eg. the large wall could have a few drips from the top edge and a dust/dirt blend at the bottom.
ps. had a quick look at your portfolio and one thing id say is that it isnt the best of ideas to show work with photoshop filters applied (if that is what it is) by all means tweak the levels etc but filters are actually hiding what you can do in 3d
Texturing will also hold you back.
In the first shot, the cement pipes appear to only have a flat color the texture is so low resolution (same with the wood palette next to it). The ground it sits on is also very low resolution or the UVs are scaled to small for any non-blurred detail.
On the far right column of the second shot, the uvs are clearly stretched horizontally 3-4 times more than vertically. Hitting "relax" fixes this. Errors of this level of simplicity should not happen.
The last shot suffer the same as the first shot. Blocks and wood appear to have no texture, wall in background has an ok texture, but floor is scaled to the extreme.
Steps to correcting;
Look at a real construction site. For starters the ground is never totally flat. There's temporary roads, holes, piles of dirt, etc. The ground is incredibly dynamic, not a single polygon.
Shake things up. Everything in your scene is perfectly planar (parallel or perpendicular to one another). Man still made this; things aren't going to be perfect. Construction is a dangerous job. Things will look shoddy and shaky until finished, cleaned up and painted over.
Retain pixel density! All polygons should be given equal UV space to maintain detail levels all around the scene. There are special cases when materials appear farther from the camera, but materials that touch each other (such as your floors to your walls) must be at the same ratio.
http://upload.wikimedia.org/wikipedia/commons/b/ba/QV_Building_construction_site,_Melbourne_-_March_2002.jpg
http://www.christopherholt.com/photos-2003/construction/victoria_street_site_01.jpg
Maybe think about trying the "stretcher" style. Just an idea. Everything else looks pretty good.
[Edit] Looking at your site the images are loading really slow for me. I don't know if its your web hosting service, but did you choose "save for web" to optimize those images? I know that some companies are impatient and won't bother looking if loading times are too slow.
I've thought about it once or twice....ok well maybe just once, i've heard mixed reviews
Honestly, I've learned a lot since coming here four years ago, using both Max and Maya, as well as other programs used in the industry. Although, I'm not entirely sure if it's worth the $35K-$40K tuition, but that's entirely up to the person based on their self-marketing skills (which is something I'm trying to get into as we speak) and what they want to do with that degree.
For me, I just want to go into environment modeling. Others, maybe yourself, would like to go into the interactivity of games, and they teach that as well.